I've finished every room that I deem possible (and there are several that appear to not be). Attached is a pile of demos, many of which seem to be unintended, or strange. Some comments for many rooms are included.
Castle interior:
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×2N1W: Not a bad room. I didn't end up using the potions, or dropping all the trapdoors.
1N1W: Somewhat interesting, I like that this room isn't too much horde management.
1N1E: I remember being really annoyed at this room at one point, but playing it again, it seems fine. It must have been changed I assume.
2N1E: This isn't as bad as it looks, mostly due to the abundance of mirrors.
1S1W: I liked this room. I don't have a demo for it, since I did it in the editor.
Prison Ward:
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×2W: Hack/Slash, but not too bad, since there was the speed potion and not a huge number of roach queens
1W: It is impossible to reach the tunnels before killing all the roaches. I could probably have not used the tunnels at all.
1N1W: A short fun room.
2N1W: The goblin manipulation was sort of trial and error in one spot. I don't remember, but it wasn't a bad room.
2N: Relatively forgettable roach killing room.
1N: I think I either didn't need the arrow turner or the invis potion. Could have used one or the other. Also, I wonder where I've seen this room before...
1N1E: Not a bad manipulation room.
1N2E: A relatively interesting room. I liked it.
Entrance: Someone might complain about conquering the whole level and then not being able to leave, but that would be their fault. Also, it should still be possible to conquer every room in the hold, just not in one save. I'm fine with it.
1E: Hack and slash based around golem shields, not bad.
1S1E: I like these kinds of rooms. The wraithwing made it interesting enough.
Guard's Barracks:
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×2N1W: Somewhat forgettable room, but it was interesting enough.
2N: I always like golem packing too much, so this was a fun enough room.
2N1E: I liked this room.
1N2W: This room was simple and not bad. My demo looks silly because the room was changed at some point.
1N: I did this room two ways, one way was really silly and stupid and clearly not the "right way". It might be an interesting optional challenge.
1N2E: I was annoyed the first time I did this when I had to restart after trapping the mimics past the arrows. Might just be me being stupid though.
2W: An interesting force arrow maze.
2E: Another interesting maze-ish room
1S2W: A good efficience room.
1S: I'm glad the the timer is much less tight. It could prehaps be a bit tighter, but then again that may just be from me having played the room a ton before it was made easier.
1S2E: Impossible I think. I can't get out and kill the roaches except through the secret wall, which then traps me, since I can't leave that area while the room in conquered (also a backtracking issue).
1S3E: Not a bad efficiency room. Has the aforementioned backtracking issue.
2S1W: I'm glad the wubbas were added, the room is relatively interesting.
2S: A good room, with tight bomb killing.
2S1E: Not bad, I sort of cheated since I was too lazy to kill the adders legitimately.
Upper Ramparts:
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×1S: short, but a bit forgettable. I doubt I needed every decoy
1S1W: I remember this being a bit annoying, but not too bad.
2S1W: This was semi-annoying, since rattlesnake piles are bothersome at times.
1S2W: I really liked this room. It was fun and interesting.
2S3W: I wasted too much time on this room to find out that I didn't have to use the upper area, and that it is impossible to put the snake on the hot tile anyway.
1S3W: I think I broke this room
1S4W: Annoying snakes are annoying, but not too bad, though dropping all the trapdoors was a pain at times.
1S5W: an interesting room.
4W: I really liked this room. It used a clever snake trick that I don't see all that often.
Mineral Labs:
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×2N: The guard annoyed me, so I trickily killed him.
1N1W: Relatively interesting. Not a bad mimic manipulation room.
1N: This was an ok room.
1N1E: I like these kinds of rooms, even though it isn't the most original.
2W: I liked this room, the ability to take the speed potion late improves optimizing the room.
1W: Not a bad, quick efficiency room.
1E: An interesting efficiency room.
2E: Not too bad, it was relatively interesting. Guard manipulation can be annoying, but wasn't bad here.
1S1W: Another simple efficiency room.
1S: I wasted a lot of time getting rid of all the tar, the first time I tried this room.
1S1E: Less annoying than advertised.
2S: Not too bad, sometimes an annoying kind of room.
Automatic Chambers (I broke a lot of rooms on this level):
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×Entrance: Simple warmup room
1N: I liked this room. No US's here I think.
1N1W: Probably intended. Not annoying, it was fun.
1N1E: This was sort of fiddly, but not too bad.
2N1E: This was pretty fun.
2N: This is probably not intended.
2N1W: I liked this room.
3N1E: Getting to the secret was interesting, but pretty simple.
3N: I liked this room a lot.
3N1W: I remember the architect's commentary saying something about how I should have had to not stand still. Teehee.
4N1W: The speed potion made this even easier to break.
Castle Secret:
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×1S1E: This is an interesting room. I see a solution where I only have to drink three decoy potions. It isn't in the demo pack through.
1N1E: I remember this room from earlier, it is sorta weird, but not too bad really.
1N2E: I also remember this room. I'm glad it got moved here.
1S2E: Pretty simple, I wouldn't call it tedious due to the short timer.
1N3E: I kinda broke this.
1S3E: Also sorta broken, or at least very easy, which is good, since it would be annoying otherwise.
1N4E: If this room is annoying enough to be unrequired, you don't need to keep it. It was a bit of a pain in the butt.
1S4E: Bleh, lotsa wraithwings, it was pretty simple, but annoying.
1N5E: Annoying/boring, but not as bad as some rooms here.
1S5E: Pretty simple, not bad really.
1N6E: This room is either really really hard(like 8-8.5 brains) or impossible, or I can't see some obvious configuration, I suspect that it is possible, but I can't be bothered to do something really complicated with the guards.
2N6E: Cutting platforms up only makes these puzzles easier, this one is actually doable.
1N8E: I think this is impossible, or I just suck.
1S8E: This also looks impossible, I can't use the mimic to kill the queen and the gel.
1N9E: Not impossible, or even very difficult, but I get trapped if I try and leave.
9E: I broke this by using the east entrance
1S9E: Broken I think, make sure that this is possible after you fix it, since it looks like the more intended solution is impossible.
10E: I haven't checked, but I think this room is impossible even without the queens.
Edit: Unless I missed a version, which I could have, Guard's barracks 1S2E seems impossible because the tunnel at the south end goes nowhere. Also I think the hold was generally fun, there were some rooms, mainly post mastery rooms that annoyed me. Being a completionist is my own fault though.
About the 1 move demoing, stepping down the stairs takes a turn, making it a two turn demo.
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If you need to think outside of the box, then you didn't build a good enough box.
[Last edited by blorx1 at 06-14-2013 07:29 PM]